jsnyder748 wrote:yes it sounds cool, would be popular with qauds manual games that is for sure. and another medal !

there is currently no medal based on Reinforcements. every other category of game options has at least 1.

And it's such an obvious and cool medal design, too: something with a parachute! Although, I'm not sure why you need a medal for reinforcement type. To me the difference between chained, unlimited and paratroop wouldn't be as much of a difference as between Game Types (standard, assassin, etc.), Nuke Spoils vs. other kinds. I would think that the first medals for reinforcement types should really go to adjacent. So I wouldn't support a medal for this.

But a medal is way past where this discussion is. On the question of should it be an option ... I say YES.

Now that the Trench option has been enacted, how about an "opposite" of sorts? I apologize if this has been suggested before -- didn't have time to search it; didn't see it in the Suggestions listing.

Airlift would be a once-per-turn ability during the Reinforcement phase. It should not conflict with other reinforcement options, although the Player who uses it would obviously end his reinforcements at that point if using the Basic or Chained options.

Airlift would allow any number of Player's armies to be moved to any other owned territory, regardless of borders (without abandoning the source territory, of course). Airlift to partners in Team games would also be permitted.

How would this benefit ConquerClub? Yet another tactical/strategic option equals more fun -- not to mention realism on maps of 20th/21st century wars where airlift is a real military capability.

Sincerely submitted -- Vaslov, Premier of UFPNS

Last edited by Vlasov on Thu May 03, 2012 7:44 am, edited 1 time in total.

1) With Adjacent or Chained reinforcement, armies can be moved to ANY non-adjacent friendly territory in lieu of the standard reinforcement.2) With Unlimited reinforcement, armies can be "airlifted" only once per turn, with all other reinforcements proceeding normally.

If this is too radical, perhaps a payment/loss of one or more armies could be included in the Airlift reinforcement.

Sorry, I didn't check to see if this topic has been suggested before.

It introduces a new strategic element, since a player holding separated map positions could transfer forces from a weak point to a strong point, and perhaps survive longer. I'm sure there would be many ramifications, especially when combined with other options (e.g. Assassin) and the more complex maps.

I like Greenoaks' suggestion, as described above. My own recent suggestion is to add "airlift"/paratroops as an auxiliary method of reinforcement which could be used instead of Adjacent or Chained, or be combined with Unlimited reinforcement (only once per turn).

Vlasov wrote:I agree with merging "airlift" under the name "Paratroop" -- my recent suggestion is very similar, but Greenoaks said it first, and his idea is more concise and easier to implement.

ty, there does seem to be a gap in the reinforcements spotted by both of us.we can move all groups to any connected territorywe can move one group to any connected territorywe can move one group to any adjacent territory

how about one group to any unconnected territory?

i don't mind what it is called. however for me with:-Paratroop i think of troops arriving to reinforce a region or land behind enemy linesAirlift i picture as an emergency evacuation

My original idea (now modified) was that Paratroop reinforcement would be COMBINED with the other Reinforcement options:1) With Adjacent or Chained, it would allow one transfer of a group of armies to any other friendly territory (i.e. same player or an ally in team games) in lieu of any other reinforcement.2) With Unlimited, it would allow one transfer of a group of armies to any other friendly territory -- HOWEVER only once per turn (to prevent a player from redistributing his armies all over the map)."Paratroops" is a better term, although the idea of "airlift" to evacuate armies from a surrounded territory might apply in certain cases.

greenoaks wrote:i don't mind what it is called. however for me with:-Paratroop i think of troops arriving to reinforce a region or land behind enemy linesAirlift i picture as an emergency evacuation

As far as a narrative goes, I think people would use this feature to do both. I'm not sure if you're promoting one or the other here, but both seem applicable to different ways players would use this feature. "Airlift" your troops out of Aus because you know some noob is going to crash stacks. "Paratroop" your partner to make a surprise attack from deep within enemy lines.

Vlasov wrote:My original idea (now modified) was that Paratroop reinforcement would be COMBINED with the other Reinforcement options:1) With Adjacent or Chained, it would allow one transfer of a group of armies to any other friendly territory (i.e. same player or an ally in team games) in lieu of any other reinforcement.2) With Unlimited, it would allow one transfer of a group of armies to any other friendly territory -- HOWEVER only once per turn (to prevent a player from redistributing his armies all over the map)."Paratroops" is a better term, although the idea of "airlift" to evacuate armies from a surrounded territory might apply in certain cases.

I agree that unlimited paratroop moving is probably a bad idea. In a doubles game, I would think that this would virtually ensure the win to the team that played first except on a very few select maps and rare cases of extremely poor dice.

greenoaks wrote:i don't mind what it is called. however for me with:-Paratroop i think of troops arriving to reinforce a region or land behind enemy linesAirlift i picture as an emergency evacuation

As far as a narrative goes, I think people would use this feature to do both. I'm not sure if you're promoting one or the other here, but both seem applicable to different ways players would use this feature. "Airlift" your troops out of Aus because you know some noob is going to crash stacks. "Paratroop" your partner to make a surprise attack from deep within enemy lines.